Stormbound (5e Subclass)
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Stormbound[edit]
Fighter Archetype
Legendary fighters are often described as forces of nature, able to defeat a battalion of soldiers with their incredible strength. To take the dream of becoming one such warrior further is to accept the raging power within them, making one a stormbound warrior. Using the wind and the weather’s power, these fighters are rarely seen, only for a glimpse and they leave like the clouds. They are known to appear at catastrophes, whether to help others and bringers of destruction, earning them the nickname “calamity knights”. Such is the responsibility of those who wish to conquer the storm, a power not meant for weak hands.
One can become a stormbound by training atop high altitude areas, communing with wind spirits and elementals; or by surpassing one’s human limits in battle, creating thunderous energy around them; there’s even rumors of new stormbound being born from prolonged torture to lightning spells. Whatever the trigger, they are feared combatants, an embodiment of unrelenting force.
- Elemental Sync
Your affinity to the air and elements has transmuted you. When you choose this archetype at 3rd level, you can speak, read, and write Primordial, and you can understand and be understood by those who speak the Auran dialect. You also learn the 5e SRD:Thunderwave spell. The spell is cast at a level equal to a third of your Fighter level (rounded down). When casting this spell, you can use your Constitution modifier for the spell save DC. Once you cast this spell, you must wait after a short or long rest to cast it again.
Your bond with the storms has also changed you permanently, marking you as their gifted warrior. Choose your mark from from the Storm Marks table or determine it randomly:
d6 | Mark |
---|---|
1 | A lightning shaped scar is found somewhere on your body. It stings every so often. |
2 | Faint, harmless wind currents continuously surround you. |
3 | Your eyes glow faintly in the dark. |
4 | Your skin feels tingly and makes other’s hair raise upon touch. |
5 | You can sense when clouds are gathering for a storm nearby. |
6 | The air around you seems to shimmer and smoke rises when you get angry. |
- Lightning Step
Starting at 3rd level, you can channel the speed of the storms within you for a moment. As a bonus action on your turn, you can instantly move to a spot within 15 feet that you can see and it’s not currently occupied, without provoking opportunity attacks, leaving a trail of lightning behind you for a moment. Until the start of your next turn, you are enveloped by an aura of electricity, granting you resistance to lightning damage. The first time you are hit with a melee attack while you are protected by this aura, the attacker takes 1d8 lightning damage, after which the aura dispels. The range and damage increases when you reach certain levels in this class, increasing to 30 feet and 2d8 at 10th level, and 60 feet and 3d8 at 15th level.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Looming Presence
Starting at 7th level, you are light as air due to training. You gain proficiency in Dexterity saving throws. Your training also gives you a serious, dangerous air. You have advantage when performing Charisma (Intimidation) checks.
- Syphon Lightning
Starting at 10th level, your lightning aura becomes responsive. When you are the target of a lightning damage attack, you can use your reaction to activate your aura from the Lightning Step feature. Once you use this feature, you can’t use it again until you finish a short or long rest.
You also learn the 5e SRD:Lightning Bolt spell. You can cast this spell without materials, using your Constitution modifier for the spell save DC. Once you cast this spell, you must wait after a long rest to cast it again.
- Impact
Starting at 15th level, even your movement acts like a storm. When moving using the Lightning Step feature, you can cause the area 5ft around where you stop moving to explode with elemental energy. Any targets within the area must make a Dexterity saving throw, taking 3d6 lightning, thunder, or fire damage (your choice) on a failed save, or half as much on a successful one.
- Tempered Strikes
Starting at 18th level, you are storm incarnate. Once per turn, you cause additional 2d6 lightning damage with your melee attacks.
In addition, you gain resistance to thunder damage.
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